![]() In the roughly 25 hours and 400+ matches I played, I felt that the gameplay of Strive has definitely been tempered, but there’s still enough depth in the characters to keep me coming back. And though you cannot gatling punch, kick, slash, heavy slash into a special, you can still discover new combos and frame traps naturally or by going into Training Mode. Low-level normals can now chain into command normals, which could then blossom into their own unique combo routes. While it’s true that combo routes have been reduced, gatlings have not been completely removed. G uilty Gear Strive is still has an air game. This “wild west” approach to testing and learning combos has been championed by longtime fans of the series as a tried and true method to promote creativity and expression – myself included. Guilty Gear historically had adopted the “gatling” combo system, which allows players to freely chain lower-level “normals” into higher-level “normals,” and then into special attacks and “supers.” There’s also critiques that Arc System Works is trying to pander to a demographic outside of its dedicated playerbase by removing okizemi and slowing the high-paced tempo seen in Guilty Gear Xrd Rev 2. Speaking of the gameplay, one of the biggest points of contention in the build up to Guilty Gear Strive has been its revised combo system. I mean, with this level of quality netplay, we could be looking towards the horizon of worldwide online tournaments being a possibility. Matches played out smooth like warm butter, no fear of dropped combos to be found. Outside of a single match against a player from Europe (and I played many), I never felt a single frame of lag. Guilty Gear Strive has blown all expectations out of the water. Online events became more common place, but for games like Guilty Gear Xrd Rev 2, it became incredibly difficult for online communities to thrive when netplay between neighboring counties was heavily flawed. ![]() Major tournaments crumbled to the health guidance pushed by local and state governments, and local communities struggled to rally up the support for fear infection (rightly so). When the Covid-19 pandemic began in 2020, it spelled out the death of the fighting game community. ![]() If in the event that input is incorrect, the netcode corrects itself by “rolling back” the state of the game a specific number of frames, preserving the pace of the match. While that information is being sent to the opponent’s machine, the device’s AI is predicting your next input in real time. Every input is recorded in a log and is executed on the local device, which then sends that information to the machine you’re connected to. I briefly covered it in my review for Granblue Fantasy Versus, but I’ll touch on it here again: rollback netcode is a classification of middleware that provides a near lagless experience for peer-to-peer connections. But I was playing lossless matches with people in South America, mainland Asia and Japan, – regions I couldn’t even dream of connecting to on delay based netcode. Those games also have great netplay with there own versions of rollback. That’s not to discredit other games like Mortal Kombat 11, Killer Instinct, or Skullgirls. If there is anything that you take away from this piece, it’s that online play is near flawless. The implementation of rollback netcode was impeccable. I’m going to start off with what is considered the crowning achievement for Guilty Gear Strive. Daisuke Ishiwatari and Arc System Works put the whole industry on notice – and if April 9th’s release proves to have been just a taste of what’s to come, a new era of fighting games has just begun No time to delay The bar has been raised, goal lines pushed, whatever your want to call it. In reality, the last weekend was monumental for a myriad of reasons for the fighting game genre. Honestly the best looking fighting game out there. On the outside, I remained optimistic, but internally I expected nothing, which is a strange feeling to have when you’re supposed to be gearing up for your favorite fighting game series. Last year’s closed beta left me in a different kind of shock: lack of gatlings, stripped down command lists, a non-functioning user interface. I want to make it clear that I went into the open beta with tempered expectations. Having an unhealthy devotion to the world and lore of the Guilty Gear franchise.Understanding what great online matchmaking is supposed to feel like.One could not adequately describe this feeling without: Much like how the Phantasy Star Online 2 North American beta left me in a state of emptiness, the Guilty Gear Strive open beta has left me detached from my other fighting games. I can’t help but to feel like I’m in withdrawal.
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